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KnightPhoenix7

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About KnightPhoenix7

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    Oblivion

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  1. I was wondering if there is a mod that allows you to save armor sets and then equip them all at once. I saw one before, but I failed to track it and I can't find it again. The equip sets feature of categorized menu favorites doesn't save the sets anymore.
  2. And I was going to release my home mod tonight. Oh well, I guess I will have to do it tomorrow. Talk about delayed gratification. Its always an accomplishment getting that first version out there.
  3. I've got a question. I am trying to create a home mod for Skyrim. I basically made a copy of Dragonsreach. However, the outside textures don't show up in game. Is this a common problem or am I doing something wrong? Here's what it looks like in game: Here's what it looks like in the construction set: If anyone knows how to fix this, I could use some help.
  4. Well, after ten hours of play I have seen good and bad things. I'm playing a male Nord character focusing on destruction magic and one-handed swords. I was wondering if the skill cap is still at 100 and what is the level cap? I'm planning to do enchanting, smithing, and alchemy because I like the crafting parts. I will probably do archery as well since that seems to be an important part of the dragon fights. I'm trying to decide if I want to level sneak, lockpick, and illusion since they will be necessary for the Dark Brotherhood and Thieve's guild quests. The Good 1) The worldspace is huge and nicely detailed. 2) The dungeons are unique and have decent rewards and mini-bosses. 3) Blacksmithing is a nice touch. 4) The perk system seems pretty cool so far. 5) I like the cities I've been in so far. They seem like real cities with people working and having fun. The Bad 1) The favorites system is annoying on the PC. It is obviously console designed. It slows down the combat so much when I need to change from attack spells to healing spells in the middle of the fight. I am sorely in need of an extended hotkeys mod or a mod that lets you cast spells with a button. This might have to wait until a script extender is released for Skyrim. Also, the feature to load a gearset with one button would be nice to have again. 2) I am getting tired of having to type player.setav carryweight 100000 in the console every time I die or load. This will be easily fixed with a mod, I'm sure. Thankfully, the load menu works well, unlike oblivion. 3) I have had several game crashes, one was no doubt antivirus related. It seems some of the betheseda engine problems remain. 4) You can't rename enchanted items like you could in oblivion. This helped you create unique weapons and armor sets. 5) Spellmaking has been removed. I knew this from the previews. The big question is will magic still be viable at higher levels. I made custom high damage spells in oblivion to deal with enemies having high health at the later levels. 6) The game seems very hard so far. I have died probably 30 times on Adept difficulty. Maybe I am too squishy or I am doing something wrong. I guess after being essentially immortal in oblivion at high levels, I am not used to dieing so much. My F5 key might get broken. 7) Enhanced economy has been included in the game. While more realistic, it will be annoying to have to run to 17 different vendors to sell off your stuff. I will have to look at the Speech perks, or create vendors with higher amounts of gold after the construction kit comes out. I wonder if you can break down items into their constituent parts? That would be cool.
  5. Sorry, there isn't a mod to do this yet. I'm sure someone will make one though.
  6. I too have found the horse to be a pain. You have to stop to fight every 10 minutes or gather alchemy ingredients. Sadly, there is no mounted combat and the horse speed is slower than it was in oblivion. Riding a horse only seems worth it when you need to go a long distance to reveal a new travel point.
  7. I've found one so far, thankfully there wasn't a quest associated with it.
  8. 1) crashing every 15 minutes when hitting the RAM cap of 1.5 GB. Partially solved this with Streamline. 2) Boring dungeons with no unique rewards. 3) Small number of voice actors. 4) The leveling system was no fun. I prefer an xp based system. 5) Combat is boring once you hit max level (everything dies super fast and you are almost invincible). 6) Default UI sucks for the PC. Luckily, most of these problems were solved by mods.
  9. The problem I am having is Oblivion will crash after only 10-15 minutes of game play. These crashes usually happen while I am fast traveling to a new area or exiting a dungeon into the world. I'm running a heavily modded install. I have tried 3 separate modded installs of Oblivion always with the same results. My Oblivion directory is currently 38 GB and I always defragment it after installing mods. I have been opening up task manager when the game crashes and Oblivion is usually taking up about 1.7 GB of RAM when the crash happens. I am using the 4 GB enabler on both the oblivion exe and the obse_loader. I guess the main question is has anyone been able to run this game stable with lots of mods installed and how did you do it? Also, what am I doing wrong? Are there certain mods that overload the game with scripts and open quests? Note, I have cleaned most of the mods I have as well. Personal Merges NathansBigArmorMod - contains Lich King's Helm V1_0, New Frostmourne Sword by Jojjo v1_0 Sauron_Armor_Chest, HGEC_special_armor_repl, SG001_BunnyGirl, SPB Double Melons, StormTrooperArmour, Templer-Armor, icearmor - with Black Puppet armor, Thunderbird Armor, SG1 Jaffa Staff, _arrsg1mod, Binoculars, Hentai_Compilation, arme - excalibur, Silverlight armor by Jojjo, Warglaives by Jojjo v1.0.SoB NathansBigHomeMod - contains Ancient Towers, Adaman Fortress, BravilSeaDomeExpanded, Castle_Dunkerlore_V1, Star Ship Orion, clean mjy castle free v.2, DimensionalPocket, IC Island Estate v 1.1, adTreehome, Halcyon Island, Castle_Almgard-V2, swamp home cobl, Griffon Fortress 0.3, BravilHouse, Anoicaar, Arborwatch, Blissful_DreamsCOBL, Jagnot-SI-Bliss Aquaduct House, LadyLis_Isles_Loft_RC4-EV NathansBigSoulGemMod - SM Soul Delete, ATakesAll, Gattsurus_Easier_Black_Soul_Gems-2708, Soul Gem Bigger Capacity, Greater Souls, Blacksoulmodv1.3 NathansNewCompanion Merge - CM Faramir, CM Legolas, cm_Jo-han, DAEluna, DAFeria, DAGandalf, DAGimli, DAJackSparrow, DARaewyn, Kaleah, OBGate Partner bugfix, Poseidon_ii_s Super Sexy CM Companion Pack, RiverCM2, TealcCM2partner NathansCSSmerged - cssCalisto, cssCernd, cssEdwin, cssImoen, cssIrenicus, cssJaheira, cssJaKhaiitMyr, cssJeremiah, cssKeldorn, cssMazzy, cssSafana, cssSarevok Others mods I have made NathansValaHairdo - a simple hair change mod NathansClutterRepriced - changes clutter prices to make them worth something NathansAdamanTrainers - Adds additional trainers NathansPostBashChanges - mostly makes sure xeo's NPC changes apply in game obse plugins Elys Uncapper Elys Universal Silent Voice Fast Exit2 Pluggy v125 Oblivion Stutter Remover DXDIAG I sure hope Skyrim has a 64-bit executable.
  10. I have more questions on sorting items using scripts. Here is the basic text: int Number set Number to player.getitemcount WeapNVCleaver player.removeitem WeapNVCleaver Number ABMeleeWeapons2.additem WeapNVCleaver Number Number is a variable storing the amount of items the player has. WeapNVCleaver is the editor ID of the Weapon and ABMeleeWeapons2 is the Reference Editor ID of the storage container. What I want to know is how to sort items and save the current item damage level. It would be handy to be able to remove the item from the player and move it to a locker instead of creating a new item at the destination. I also ran into the problem using this method that weapons with mods on them lose those mods. I was wondering if anybody has a solution to this.
  11. I've tried renaming the script to start with AA and renaming the container too. Neither of those works. I don't think you can use .AddItem with a container anymore or I have the syntax wrong. It won't let me save the script no matter what container I put in there, I just get the error message. I can save the script if I use player.additem, but that doesn't help me accomplish putting an object in the container I want to. Hopefully, somebody will figure this out and be kind enough to share it. I certainly can't figure it out with my limited scripting experience in this game.
  12. Here's the text I was trying to use: ScriptName 00MyGSHomeNukaColaSortSCRIPT short MyCount Begin OnActivate Set MyCount to Player.GetItemCount NukaCola Player.RemoveItem NukaCola MyCount 00MS05NukaColaVendingMachineClean.AddItem NukaCola MyCount End By trial and error, I found the problem is with 00MS05NukaColaVendingMachineClean.AddItem NukaCola MyCount. I don't know how to fix that line.
  13. I was thinking of adding an item sorter to my house mod, but I can't seem to figure out how to script it. I wonder if someone who has a firm grasp of this could give some pointers. I was looking at the scripts that take all the player's weapons at the casino, but those don't help much. This line removes the items: player.RemoveAllTypedItems TopsWeaponLockerREF 1 0 40 I want to move a specific item to a specific container and I don't know how to do that. Also, I have no idea what those numbers mean at the end of the line. I looked at one sorter for fallout 3, but I can't save a small part of that script to test with. I assume that means there are errors in the script. It doesn't give me an error message though other than not letting me save.
  14. In reply, I found that 45,000 and 60,000 cause the scripts to mess ups and not give the player the correct amount of caps. I settled on and tested 25,000 caps, which works fine.
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